Hi, i’m really at a dead end right now. I’m stuck and have tried everything I know. I want to create a wheelchair for a little project im working on. So at first I set up my wheelchair mesh to work with the WheeledVehicle. I got that working but the problem here are the front tires. The front tires of a wheelchair can freely rotate 360 degrees depending on the current direction the wheelchair is going. I dont think that this is possible with the WheeledVehicle setup.
The next thing I did was setting up my own skeletal mesh:
Then I created constraints for the joints of the wheels and also the mount of the front wheels and imported the collision meshes for the wheels:
Finally I applied torque on the wheels to drive around and it works quite fine:
The only disadvantage of this method is that the collision model of the tires are not really round and at higher speed the wheelchair starts bumping around and eventually falls over.
I also tried using linetrace and it works but what I get with this is a suspension like behaviour, what i dont need on a wheelchair.
I tried moving the wheelchair up with the result of the linetrace length(wheel radius) - vector length of the trace. But after some milliseconds after launching it just flies off.
I tried using spheres as collider for the wheels, but the problem is the collision goes way more far to the sides than the actual wheel and the front wheels get really wonky.
What I also tried was using just a box as a collider, but with this method I didn’t even got the wheelchair to move at first because it sticks to the ground, even with a physical material with no friction applied. Thats because of the mount of the front wheels, it moves a little bit in the locked directions when force is applied to the wheelchair. When I also lock the Z axis of the mount, the wheelchair can move around. But thats not a really good solution, also the wheelchair is far away from going straight in one direction.
With this I would have to animate the wheels according to the speed of the wheelchair and rotate the front wheels in the right direction manually.
If there is no other way I think I will have to take the last method. But there needs to be something I haven’t thought of or something I done wrong.
Is there a way I could get LineTrace working here in some way I want it?
Is this maybe possible with the WheeledVehicle if you rewrite something in the background?
Is it possible to create a perfectly round wheel collider, like unity has one?
Im not afraid of coding something in C++ if i need to. I was just playing around with blueprints until now.
Any help would be much appreciated because im banging my head against a wall right now.